Can't start PSX TC in recent svn versions of ZDoom & GZDoom

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Doom_user
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Can't start PSX TC in recent svn versions of ZDoom & GZDoom

Post by Doom_user »

I can run PSX Doom TC 2.132 perfectly in zdoom-2.8pre-220-geb186a5.7z and gzdoom-g1.8.1-285-g834678a.7z.

In all subsequent svn versions of ZDoom and GZDoom, it doesn't start, regular Doom 2 starts instead.

I'm not sure if this is a bug or not, because another poster at Doomworld indicated that the PSX TC worked fine for him using gzdoom-G1.9pre-327-gb91d5d5.7z.

This happens on both of my computers. Both of them are running Windows Vista Ultimate 64-bit. The older computer has an Intel Celeron M 520 processor, Graphics Media Accelerator 950 graphics, and 2GB RAM. The newer computer has an AMD A6-4400M processor, Radeon 7520G graphics, and 8GB RAM.
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Graf Zahl
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Re: Can't start PSX TC in recent svn versions of ZDoom & GZD

Post by Graf Zahl »

No idea what you did wrong but that thing loads absolutelly correctly. Have you checked the console startup log?
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Re: Can't start PSX TC in recent svn versions of ZDoom & GZD

Post by Doom_user »

This is the console startup log from gzdoom-g1.8.1-285-g834678a.7z, the PSX TC starts without issue.
Log started: Wed Dec 04 16:38:54 2013

W_Init: Init WADfiles.
adding C:/Users/EM/Desktop/gzdoom-g1.8.1-285-g834678a/gzdoom.pk3, 583 lumps
adding DOOM2.WAD, 3286 lumps
adding PSXDOOM.PK3, 1656 lumps
I_Init: Setting up machine state.
CPU Speed: 1600 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Celeron(R) M CPU 520 @ 1.60GHz
Family 6, Model 15, Stepping 6
Features: MMX SSE SSE2 SSE3 SSSE3
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.26.36
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
Adding dehacked patch DOOM2.WAD:DEHACKED
Patch installed
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: Intel
GL_RENDERER: Intel 945GM
GL_VERSION: 1.4.0 - Build 7.14.10.1504
GL_SHADING_LANGUAGE_VERSION: (null)
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_multitexture GL_ARB_point_parameters GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_cull_vertex GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_lod_bias GL_EXT_texture_filter_anisotropic GL_EXT_texture3D GL_3DFX_texture_compression_FXT1 GL_IBM_texture_mirrored_repeat GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint
Max. texture units: 16
Max. fragment uniforms: 16
Max. vertex uniforms: 16
Max. varying: 16
Max. combined uniforms: 16
Max. combined uniform blocks: 16
Resolution: 640 x 480



TITLEMAP - Unnamed
This is the console startup log from gzdoom-G1.9pre-381-g7ba0f24.7z, the PSX TC fails to start.
Log started: Wed Dec 04 16:39:41 2013

I_Init: Setting up machine state.
CPU Speed: 1600 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Celeron(R) M CPU 520 @ 1.60GHz
Family 6, Model 15, Stepping 6
Features: MMX SSE SSE2 SSE3 SSSE3
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.26.36
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
Adding dehacked patch DOOM2.WAD:DEHACKED
Patch installed
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: Intel
GL_RENDERER: Intel 945GM
GL_VERSION: 1.4.0 - Build 7.14.10.1504
GL_SHADING_LANGUAGE_VERSION: (null)
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_multitexture GL_ARB_point_parameters GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_cull_vertex GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_lod_bias GL_EXT_texture_filter_anisotropic GL_EXT_texture3D GL_3DFX_texture_compression_FXT1 GL_IBM_texture_mirrored_repeat GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint
Max. texture units: 16
Max. fragment uniforms: 16
Max. vertex uniforms: 16
Max. varying: 16
Max. combined uniforms: 16
Max. combined uniform blocks: 16
Resolution: 640 x 480
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Graf Zahl
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Re: Can't start PSX TC in recent svn versions of ZDoom & GZD

Post by Graf Zahl »

Damn, there's a problem with the log output. Some recent change seems to leave the WAD loader's output out of it so I can't diagnose. How are you starting it? Just loading with -file is ok for me, the batch file is useless on my setup because it makes some assumptions that are false so it aborts with an error.
Doom_user
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Re: Can't start PSX TC in recent svn versions of ZDoom & GZD

Post by Doom_user »

I've been starting/trying to start by clicking on PSXDOOM.BAT.

I just noticed now, dragging and dropping psxdoom.pk3 onto gzdoom.exe, it will start.

Likewise, using the run command gzdoom.exe -file psxdoom.pk3, it will also start.

It appears this fail to start issue only happens when PSXDOOM.bat is used.
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Graf Zahl
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Re: Can't start PSX TC in recent svn versions of ZDoom & GZD

Post by Graf Zahl »

I have an idea. The fact that the log no longer contains the loaded WADs makes me think that any CCMDs on the command line are executed too late - and that may include the 'pullin' commands in the .cfg file the batch tries to load.

Fun for Randi... ;)
kevans91
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Re: Can't start PSX TC in recent svn versions of ZDoom & GZD

Post by kevans91 »

Looking into it, it seems to stem from the fact that the batch file is specifying +exec PSXDOOM.CFG rather than -exec, which is what we're explicitly looking for.

We could work something in to ensure compatibility, given that this is out and about, but is that the right path to take?
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VGA
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Re: Can't start PSX TC in recent svn versions of ZDoom & GZD

Post by VGA »

Problem exists between batch file and chair :-D
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Graf Zahl
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Re: Can't start PSX TC in recent svn versions of ZDoom & GZD

Post by Graf Zahl »

It did work previously. It's also not something isolated to this specific use case. As I guessed, due to some recent changes, CCMDs on the command line are no longer executed before the game starts up but afterward - and that's simply not correct.
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Re: Can't start PSX TC in recent svn versions of ZDoom & GZD

Post by Player701 »

Graf Zahl wrote:It did work previously. It's also not something isolated to this specific use case. As I guessed, due to some recent changes, CCMDs on the command line are no longer executed before the game starts up but afterward - and that's simply not correct.
By the way, I found it - of course if it is what you're talking about - quite useful for testing. So my cmd-line could look like this:

Code: Select all

zdoom.exe <some files> +map map01 +kill monsters +noclip +give all
and it will work correctly, which is really useful for testing, say, weapon mods. Starting the game and typing the same commands in console ("map map01; kill monsters; noclip") will only result in map change but no monsters will be killed, and no-clipping mode will not be activated. To be honest, I thought that was the bug...
kevans91
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Re: Can't start PSX TC in recent svn versions of ZDoom & GZD

Post by kevans91 »

Graf Zahl wrote:It did work previously. It's also not something isolated to this specific use case. As I guessed, due to some recent changes, CCMDs on the command line are no longer executed before the game starts up but afterward - and that's simply not correct.
Ahh: https://github.com/rheit/zdoom/commit/3 ... 85d346cdf1

There's got to be a better way of doing this. C_ExecCmdLineParams () seems to makes the 'execFiles = [...]' (and related line, from this commit redundant and partially incorrect, since +exec can be specified as well. Knowing now that there IS some way to break this, would it be a reasonable solution to:

* Move that C_ExecCmdLineParams() back to where it was
* Add a storeCVars flag to C_DoCommand (set by passing through usePullin in C_ExecFile, in this case)
* Use a DStoredCommand (should get Tick()'d just before game startup, after initialization) to defer setting of cvars until later on in the process if(storeCVars)

This would defer setting cvars until just after NOSET-marked CVars get locked, though- I assume that behavior would need to change, given it's different from before.
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Re: Can't start PSX TC in recent svn versions of ZDoom & GZD

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